varying vec4 diffuse,ambientGlobal,ambient;
varying vec3 normal,lightDir,halfVector;
varying float dist;

void main()
{
	vec4 vertex_eyespace;
	vec3 aux;
	normal = normalize(gl_NormalMatrix * gl_Normal);

	vertex_eyespace = gl_ModelViewMatrix * gl_Vertex;
	aux = vec3(gl_LightSource[0].position-vertex_eyespace);
	lightDir = normalize(aux);
	dist = length(aux);
	halfVector = normalize(gl_LightSource[0].halfVector.xyz);

	diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse;
	ambient = gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
	ambientGlobal = gl_LightModel.ambient * gl_FrontMaterial.ambient;
	
	gl_Position = ftransform();
}
